struct INPUT
{
	float4 projectedCoordinate : SV_POSITION;
	float4 colorOut : COLOR;
	float3 transformedNormal : NORMAL;
	float4 surfacePos : SURFACE;
	float3 uvCoods : UV;
};

cbuffer LightInfo : register(b0)
{
	float4 ldir1;
	float4 ldir2;
	float4 lightColor1;
	float4 lightColor2;

};
Texture2D texture1;
SamplerState Sampler;

float4 main(INPUT input) : SV_TARGET
{
	return input.colorOut;
}